Ecology

Special Abilities

Deceptive (Ex) A mi-go is a master of deception. It gains a +4 racial bonus on Bluff and Disguise checks. Bluff and Disguise are always class skills for a mi-go.

Evisceration (Ex) A mi-go’s claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful grapple check, in addition to any other effects caused by a successful grapple, it deals sneak attack damage to the victim. A creature that suffers this damage must succeed at a DC 21 Fortitude save or take 1d4 points of ability damage from the invasive surgery (the type of ability damage dealt is chosen by the mi-go at the time the evisceration occurs). The save DC is Dexterity-based.

Item Creation (Ex) A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore the Item Creation feat requirements and spellcasting requirements for creating a magic item. The mi-go uses the Heal skill to craft the item, and the resulting item is always mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources, doubling the gp cost to create the item.

Lesser Starflight (Su) A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond a single solar system normally takes 3d20 years (or more, at the GM’s discretion), provided the mi-go knows the way to its destination.

Madness (Su) Up to three times per day, though no more than once per round, as a mi-go inflicts sneak attack damage on a foe, swiftly stinging filaments of fungal matter extend from its body to infect the sneak attack wound. The target must make a successful DC 18 Will save or become confused as the spores injected by the filaments spread madness through the victim’s mind. This effect lasts for a number of rounds equal to the mi-go’s Hit Dice (11 rounds for the typical mi-go), but at the end of a creature’s turn it can attempt a new DC 18 Will save to end the confusion effect early. This is a mind-affecting effect. The save DC is Charisma-based.

The fungi from Yuggoth are mainly fungoid in nature, but externally they have many features in common with crustaceans, such as multiple jointed limbs and a carapace. Folded against their bodies when not in use, their fan-like wings allow them to fly rapidly through space or clumsily in an atmosphere, and their heads are brain-like excrescences covered with small bristles which can change color for communication.

Mi-Go develop custom spores and fruiting bodies, thus giving rise to endless varieties of their species. There are some mi-go whose hyphae grasp and feed from the very universe and the void of space itself. Most use these filaments to feed on animals and minerals. Their hyphae can sting and induce madness as they eat prey.

Most mi-go modify themselves surgically, magically, and genetically. Some are little more than gigantic brains while others are heavily-armored warriors. Adventurers typically encounter light scouts, who are by no means the most advanced.

These highly intelligent creatures have advanced knowledge and skill in chemical and biological processes. Their brain cylinders and sensory machines are simple examples among many wonders they can create. As such, it is difficult to prepare for and know what to expect when encountering a mi-go. One could wield a new weapon it developed to kill a specific person, which it does with unnerving efficiency. Another could spread pharmacological spores that cause madness when inhaled (like insanity mist).